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200M in all Skills


Makilio

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Alch prices create a price floor on certain items. Increasing the alch price increases the price floor. If you want to know what that would do to the economy, here's the Wikipedia article: http://en.wikipedia.org/wiki/Price_floor.

You don't have a high alchemy spell irl though.

 

...but we have price floors

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Alch prices create a price floor on certain items. Increasing the alch price increases the price floor. If you want to know what that would do to the economy, here's the Wikipedia article: http://en.wikipedia.org/wiki/Price_floor.

You don't have a high alchemy spell irl though.

 

...but we have price floors

 

 

Usually the price floor is of the production costs. (Not always the case but it is a general rule)

Our deepest fear is not that we are inadequate. Our deepest fear is that we are powerful beyond measure. It is our light, not our darkness that most frightens us. We ask ourselves, 'Who am I to be brilliant, gorgeous, talented, fabulous?' Actually, who are you not to be?~ Marianne Williamson

 

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Alch prices create a price floor on certain items. Increasing the alch price increases the price floor. If you want to know what that would do to the economy, here's the Wikipedia article: http://en.wikipedia.org/wiki/Price_floor.

You don't have a high alchemy spell irl though.

 

...but we have price floors

 

 

Usually the price floor is of the production costs. (Not always the case but it is a general rule)

 

Production costs aren't a price floor. They're production costs.

 

Like I even linked the wikipedia article

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Alch prices create a price floor on certain items. Increasing the alch price increases the price floor. If you want to know what that would do to the economy, here's the Wikipedia article: http://en.wikipedia.org/wiki/Price_floor.

You don't have a high alchemy spell irl though.

 

...but we have price floors

 

 

Usually the price floor is of the production costs. (Not always the case but it is a general rule)

 

Production costs aren't a price floor. They're production costs.

 

Like I even linked the wikipedia article

 

 

No I mean, if the price is lower then the production costs, noone in the real world would produce it as it would lose money. Perhaps only temporarily.

Our deepest fear is not that we are inadequate. Our deepest fear is that we are powerful beyond measure. It is our light, not our darkness that most frightens us. We ask ourselves, 'Who am I to be brilliant, gorgeous, talented, fabulous?' Actually, who are you not to be?~ Marianne Williamson

 

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lol @ economics and game theory.

 

Meanwhile at MIT, here's two economics graduate courses on game theory.

http://ocw.mit.edu/courses/economics/14-147-topics-in-game-theory-fall-2009/

http://ocw.mit.edu/courses/economics/14-147-topics-in-game-theory-spring-2005/

 

And an undergrad course at yale

http://oyc.yale.edu/economics/econ-159#overview

 

Glad someone's taking the idea seriously so we can continue having evolved game economies like the one we have in Runescape... And glad there's people to lol at it, so we can have a steady supply of workers at mcdonalds.

 

BTW: these are all open courseware so you can download all the class notes and watch all the lectures

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From what I can tell, those courses are about game theory, not video games. Two entirely different things.

 

But I do disagree with Ring_World. Real world economic processes do take place in RS. Obviously slightly adjusted because of the small closed system, but the fundamentals are still there.

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Hi all,

 

Last week we released some changes to the way pouches are crafted in the Summoning skill, along with some new items we made available in game and on the Squeal of Fortune. These changes were intended to make pouch-making a bit smoother, even if you don't have any of the new items, but the benefit was subtle and we've realised from your feedback that many of you would rather carry on with the way you were crafting before.

 

With that in mind we're going to make a couple of changes. We've been discussing them today and development will start tomorrow; exactly when we release will depend on how long it takes to code and test (especially test). The exact solution might change if we find technical issues as we go, but the current plan looks like this:

 

The way you make pouches will change back to the way it was before, so no more uncharged pouches.

 

Unused spirit gems will be stackable in the bank.

 

The benefit of spirit gems will change. Our current thinking is that you'll carry one in inventory (or perhaps the pocket slot) and that while it still has charges you'll have a % chance to save the charm that would have been used.

 

 

As I say, if problems arise with this approach we'll switch to something better, so this may not be the exact final result. No matter what happens we'll be looking to restore and protect the pouch-crafting methods you're used to, and making sure that the extra benefits we add remain optional.

 

We're very sorry for the confusion and inconvenience this has caused.

 

Thanks everyone,

Mod Hew, Producer for SGS & SoF

 

[qfc]15-16-310-65233095[/qfc]

 

L

 

[bleep] OFF HOW ARE U SO [bleep]ING LUCKY U PIECE OF [bleep]ING SHIT [bleep] [bleep] [wagon] MUNCHER

 

 

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Hi all,

 

Last week we released some changes to the way pouches are crafted in the Summoning skill, along with some new items we made available in game and on the Squeal of Fortune. These changes were intended to make pouch-making a bit smoother, even if you don't have any of the new items, but the benefit was subtle and we've realised from your feedback that many of you would rather carry on with the way you were crafting before.

 

With that in mind we're going to make a couple of changes. We've been discussing them today and development will start tomorrow; exactly when we release will depend on how long it takes to code and test (especially test). The exact solution might change if we find technical issues as we go, but the current plan looks like this:

 

The way you make pouches will change back to the way it was before, so no more uncharged pouches.

 

Unused spirit gems will be stackable in the bank.

 

The benefit of spirit gems will change. Our current thinking is that you'll carry one in inventory (or perhaps the pocket slot) and that while it still has charges you'll have a % chance to save the charm that would have been used.

 

 

As I say, if problems arise with this approach we'll switch to something better, so this may not be the exact final result. No matter what happens we'll be looking to restore and protect the pouch-crafting methods you're used to, and making sure that the extra benefits we add remain optional.

 

We're very sorry for the confusion and inconvenience this has caused.

 

Thanks everyone,

Mod Hew, Producer for SGS & SoF

 

[qfc]15-16-310-65233095[/qfc]

 

L

 

 

Translation:

 

Gems aren't the SOF promo any more, so we're removing them.  Sorry if we [bleep]ed everyone over, we made $$$.

 

-IVP

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You make it sound like running through a few level 87 monsters is hard which it really shouldn't be at your level.

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the benefit was subtle


benefit??

DK drops (solo/LS): 66 hatchets, 14 archer rings, 13 berserker rings, 17 warrior rings, 12 seerculls, 13 mud staves, 7 seers rings

QBD drops: 1 kite, 2 visages, 4 dragonbone kits, 3 effigies, lots of crossbow parts

CR vs. CLS threads always turn into discussions about penis size.
...
It's not called a Compensation Longsword for nothing.

I've sent a 12k combat mission to have Aiel assassinated (poor bastard isn't even Pincers-tier difficulty).

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Drumgun will hit 200m divination in about 24 hours, probably. He's got 1.7m xp to go - his lead on rank 2 is almost 44m xp.

 

It'll be interesting to see what's up next for Drum. It may be a good idea to gather some bonus agility xp in case BA gets nerfed.

Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions

99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011)

99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012)

99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012)

99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013)

99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013)

Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring

Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace

30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted

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Drumgun will hit 200m divination in about 24 hours, probably. He's got 1.7m xp to go - his lead on rank 2 is almost 44m xp.

Which is interesting given how much $ rank 2 spent on spins to catch up.

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Quest Cape Achieved on November 14, 2007

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Drum is a beast.  But i assume he will slow down for a little while most likely, but who knows with drum, he can play 19 hours a day for a whole year so it wouldnt surprise me if he continued powering through xp.

 

I hope he takes advantage of BA while its available, also he has some fast skills left he could get done pretty quickly.

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I follow drumgun progress since early 2010 and now he is almost closing in all skills.

 

with smith and herb open he can get rank 2 if he got the money for it.

 

I think he should and probably will go for agility after divination and thieving right after, i hope he get 200m first on the next skill, jagex said it would be related to divination so it most likely will require divination resources and drumgun could get a big lead on that if he saved some :D

 

would make him as the only person to achieve 200m first on 3 skills, and the only one with 4 skills at rank 1.

 

Early congratz on 200m divination and keep up drumgun, i quit runescape for a few months now but i still check the highscores daily to see your progress :D

 

Gl on your next steps man and congratulations.

 

Edit: His 200m divination shows that even with retarded bonds and spins a player got 200m first without micro-transactions

 

40m+ lead to tha mouth!

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Drum omg.. Fastest skill ever that someone has reached 200m in? Released August 20, 2013, and now, not even 4 months later, Drum reaches 200m..

 

In one of the slowest skills. Mind blown.

 

did he have loads of bonus experience? 

 

 

I don't think so, because his gains always stayed the same (~2m a day every day).

 

He just plays like 18-19h a day I think. 

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So for world event 2:

You get 30k renown/day, 30 minutes to get said renown, (faster if you pk people?)

That ends up as 50 large xp lamps overall. No idea how much xp you get for each one, but this is probably worth doing.

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^^My blog of EoC PvM, lols and Therapy.^^

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Barrows drops: Dharok's helm x2, Guthan's helm, Ahrim's top, Hood and skirt, Torag's hammers, Karils skirt, Karil's top, Torag's helm, Verac's skirt, Verac's Flail, Dharok's Platebody.

Dag kings drops: Lost count! :wall:

4k+ Glacors, 7 Ragefires, 4 Steadfasts, 4 Glaivens, 400+ shards![/hide]

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So for world event 2:

You get 30k renown/day, 30 minutes to get said renown, (faster if you pk people?)

That ends up as 50 large xp lamps overall. No idea how much xp you get for each one, but this is probably worth doing.

 

Given I don't care for emotes, titles or the hybrid gear (have the one from BoL), are the abilities worth getting? Or should I just cash in on exps?

I could be mistaken but at first glance the priciest of the 3 abilities seems the least useful one. Or am I missing an obvious use for it?

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The most expensive ability will heal you to full on Nex's ice prison.

best drops (reasonably accurate/up to date): 1x Elysian Sigil (LS), 1x Arcane Sigil (cs), 4x Armadyl Hilt (solo at 100m, 100m, 50m, and 5m), 2x Saradomin Hilt (solo at 25m), 5x Draconic Visage (34m,1.2m,1.2m) and various cs/ls/ffa Nex splits.
Drygore Drops: 7 Longswords, 3 Maces, 3 Rapiers, 3 Off-hand Rapiers,  5 Off-hand Maces, 3 Off-hand Longswords

ROTS Shields: 12  Seismics: 16

Ascension Crossbows: 6  Spider Legs: 10

Countless Armadyl armour pieces, Saradomin amulets, Dragon Hatchets, and Fremenik Rings.
Range~Herblore~Construction~Constitution~Defence~Farming~Magic~Attack~Prayer~Strength~Summoning~Slayer~Mining~Dungeoneering~Firemaking~Agility~Magic Mastery~Summoning Mastery~Cooking~Smithing~Fletching~Thieving~Hunter~Woodcutting~Fishing~Runecrafting

 

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To Drumgun:

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Our deepest fear is not that we are inadequate. Our deepest fear is that we are powerful beyond measure. It is our light, not our darkness that most frightens us. We ask ourselves, 'Who am I to be brilliant, gorgeous, talented, fabulous?' Actually, who are you not to be?~ Marianne Williamson

 

For account help/issues, please follow this link:

Account Help

. If you need further assistance, do not hesitate to PM me or post here.

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